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What I Think a Koopaling Game Would Look Like

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Messages 1149 - Golden Mario Golden Mario
vs15606 pts ★ Master
battle5565 pts ★ Novice
United States
If you know me, you know there are two underrated things I love: the Mario Kart Arcade GP series and the Koopalings. Nintendo keeps shoving them into every Wii U and Switch game I can name, yet Bowser Jr is the only one with his own game (if you count Bowser Jr's Journey), and he's not even a Koopaling (to me at least.) These are my thoughts on what a Koopaling game would be like.
Story:
Mario and the Mushroom Kingdom have decided to get revenge on Bowser for all the things he did to them by taking over his castle. The Koopalings are the only ones who can save him, and they can't free Bowser unless they collect the Power Stars scattered across 16 worlds. In other words, it's Mario 64 in reverse.
Gameplay:
This will be a sandbox game like 64, Odyssey, and what was the third one? Oh yeah. That weird Sunshine game nobody likes. Each world will have 5 stars: a boss star, a race star, a red coins star, a hundred-coins star, and a star you can collect for defeating enemies, making for a grand total of 80 stars. Since this is Super Mario in reverse, the enemies will be toads, yoshis, dolphins, etc. The bosses you will fight contain (but are not limited to) Donkey Kong, Wario and Waluigi, Daisy, Rosalina, Luigi, and Mario as the final boss.
Characters:
While playing, you can freely switch between all 7 Koopalings. Each one has its own advantages, disadvantages, and weapons.
Larry and Lemmy:
These two are balanced characters, great for beginners. Larry can use a magic wand that functions like a Fire Flower, while Lemmy can throw bob-ombs at enemies.
Morton and Roy:
These two are very slow, and have the lowest jumps, but they each have two powerful attacks to make up for it. First off, both can perform a Super Ground Pound, defeating all enemies on screen like a POW Block. Morton can also whack enemies with a hammer, while Roy can shoot bullet bills at them.
Wendy:
Wendy can shoot up to three candy rings at a time. They will bounce around the stage, and if they hit an enemy, it is defeated. Wendy is the slowest of the playable characters, but she has the highest jump.
Iggy:
Iggy is the fastest character, but can't jump at all, and has poor traction. His weapon is his pet chain chomp. If he uses it, he will jump into a cart pulled by the chomp, and it will go across random parts of the stage for 10 seconds.
Ludwig:
Ludwig can be unlocked by collecting 20 Power Stars and winning a boss fight against Daisy. While playing as him, you can customize his stats to match any of the other six, as well as what weapon he uses. This makes Ludwig the most powerful character, which explains why he has to be unlocked.
The star you are trying to get will have a big impact on what character you use. For instance, if you're racing against someone, you might want to use Iggy. If you're trying to reach a high platform, you'd be better off using Wendy.
Worlds:
Like I said, there will be 16 worlds. The first one you have access to is a volcanic area, and the world with the final boss will be a grassy plain. Other world will have the generic themes seen in most Mario games, with others being more unique like a city, a waterfall, and an arcade.

I hope you enjoyed reading this. While there's no way Nintendo's ever going to do something like this, it's still fun to imagine. What are your ideas?
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Messages 10 - Koopa Koopa
vs5610 pts ★ Novice
battle5000 pts ★ Novice
United Kingdom
My favourite part of games are the bosses so I came up with 4 bosses.

1. Yoshi: He would be fought in a beach/jungle world. He would run around the arena and throw eggs at you. If you hit him, star points would come out of him. To beat him, you have to collect the star points before he can and then hit him with any attack. But Yoshi would try and recollect the star points so be fast.

2. Wario: He would have the invincibility from Wario Land and attacks don't affect him. But there is a timer on screen and if it reaches 0, Wario will be thrown away and you win. He uses Sholder Barges, a Dragon Pot, a Super Carrot and even calling in Waluigi a the timer gets lower.

3. Mario: The final boss. The first phase has him fight you on a thin bridge when he has a Fire Flower, referencing the classic Axe/Button battle from multiple games. You also have to stop him from reaching the axe as it will cause a 1-Hit K.O on the Koopalings.  Phase 2 has him lose the Fire Flower and you have to chase him through a corridor. Phase 3 has him use a Starman. He will jump around a platform next to Peach's Castle and shoot fireballs. He can also create shockwaves by ground pounding and call toads to help. You can hit him when he shoots a giant rainbow blast similar to his SSBU final smash and gets tired.

4. True Final Boss: If you have all the stars by the time you fight Mario, a cutscene will play showing Peach and Cappy arriving and looking shocked that the Koopalings took out Mario. They then give the plumber a 1-Up Mushroom. Then, Mario will then throw Cappy at the Koopaling being played as, but they dodge and Mario ends up capturing... The castle itself. The fight against Castle Mario is tough. You have to get close while dodging his attacks themed around power-ups and the Peach's Castle boss from M&L BIS in order to him and pull the moustache, then sling it into Bowser's cage. After 3 hits, Bowser is free. Then, he and the Koopalings get onto an airship and ram Cappy right off the castle, and onto the top of a Trash bag, with Mario getting stuck in it. After that, the Koopa's toss Trash bag-Mario into a garbage truck and capture Peach. Then the credits roll.

P.S. I tried to make the bosses I came up with, (Not including Mario Phase 3 and Castle Mario) inversions of bosses from Yoshi's Island, Wario Land and New Super Mario Bros Wii.
Messages 1149 - Golden Mario Golden Mario
vs15606 pts ★ Master
battle5565 pts ★ Novice
United States
Interesting ideas! I think for the sake of keeping together what would work and fulfill my interests/hopes and dreams with what would realistically make sense for the Mario franchise, unlike you, though, casting the Koopalings as heroes in the sense that you all described doesn't appear to make as much sense with having the MArio Bros. as villains in a canonical entry, but working the Koopalings into a more heroic role against a separate antagonist (but not in an anti-hero role could work too), whether it be completed in allegiance to Bowser or as the collective trust/republic that the seven siblings claim to be.

For simplicity's sake I'll just give you a few details of what I think coud work in a game with the Koopalings, spanning over a variey of different genres and with varing amounts of increase in interactibility.

~ A Mario & Luigi AlphaDream RPG with the Koopalings could've worked but in a more traditional way than with other platforming Nintendo RPGs typically would go about it... different parts of the game calling for different characters to feature in a story mode not unlike Superstar Saga, Bowser's Inside Story, Dream Team, Paper Jam, etc. The control mechanisms would be different (boss battles when controlling seven characters = shuddering by the design team and programmers) and I think King Boo could make an interesting antagonist, should he be done in the light of the ORIGINAL GameCube-version Luigi's Mansion epicness that we all know and love. Seriously wasted potential all-around for these characters who need and deserve more appreciation!

~ A semi-platformer like Super Mario Galaxy or Super Mario 64 could work, though the logistics of playability dumbfound me (as would the attack/control mechanisms) but thinking big would be a great way to go, in my opinion, for the debut of such characters. Giving each personality a chance to shine while also highlighting the sibling bond and unique traits/weaknesses each brings to the group should be central no matter what the storyline.

~ Something on the scale of The Legend of Zelda: Breath of the Wild always felt possible to me for the Koopalings, long before that masterpiece came out. While I wouldn't suggest anything much on the story for the sake of keeping the originality of my own ideas to myself there are numerous opportunities and chances for directional eays in which the Mushroom Kingdom could be expansively portrayed in an open-world setting (ex: cooking, exploration, brilliant visuals, atmospheric cutscenes, lots of sidequests and missions, challenging trials, teamwork, "castle" dungeons to clear through... the list just goes on and on). Just think about it...!

Regardless of the games, attack/defense schemes that would work for all seven of the Koopalings would be the running and jumping basics of the Mario series characters, plus utilization of the magic scepters and unique weapons and skillsets each Koopaling has (Ludwig = music/flutter-jump/powerful attacks as the oldest; Morton = strength/shockwave landings/cannon; Roy = bazooka/strength; Iggy = agility/Chain Chomp/scientific inventions; Wendy = mobility in water/magic rings/ice skating prominence; Lemmy = high dexterity/agility/creative magic/bouncy balls; Larry = weak with no special abilities! (I know he has the tennis racket but it would be fun to have him be obviously less-skilled than his older brothers and sister)). Combo attacks, should they be possible, could work to make them more foormidable than when alone. Other than different arrays of attacks from enemies or typical hazards such as lava or falling to their death off a high cliff ledge obvious weak spots could be their heads (stomping); the possibility of working in counters to their magical attacks could create some combinations for versatility in gameplay. Health meters should be implemented according to the gameplay - for example life bars could work in RPGs or platformers while more creative means and methods could work in more open-world design... even in battle for there to be the possibility of a Koopaling being ejected from his or her shell (or outfit changes) could work in the latter instance with greater vulnerability and lower defense (plus character embarrassment, being only in underwear) in an open-world game design. I don't think having an action basis or darker undertones (save for what is already seen throughout the franchise's darker games) would make for as much of a fun experience as possible, though... but it should be uniquely atmospheric nonetheless. And voice acting is a maybe.

Thoughts? Feelings? Things I missed? Things you liked in this?

I loved your ideas. I honestly think a Galaxy-esque game would work pretty well, and your ideas of attacks are way more creative than mine. Though I understand you not knowing how a reversal of roles would make sense for the canon, I got the inspiration of this game from Donkey Kong Junior, where the hero is now the villain, and the villain's son is now the hero. Other than that, amazing concepts! :)

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